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{{Infobox perk
 
{{Infobox perk
|image =Robotics Expert.png
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|image =Fo4 Robotics Expert.png
 
|games1 =FO3, FNV
 
|games1 =FO3, FNV
 
|requires1 =[[Level]] 12<br />[[Science]] 50
 
|requires1 =[[Level]] 12<br />[[Science]] 50
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|effects1 =+25% damage to [[robot]]s and ability to shutdown robots if sneaking up on them
 
|effects1 =+25% damage to [[robot]]s and ability to shutdown robots if sneaking up on them
 
|baseid1 ={{ID|00031dc2}}
 
|baseid1 ={{ID|00031dc2}}
  +
|games2 =FO4
}}{{Games|FO3|FNV}}
 
  +
|requires2 =[[Intelligence]] 8<br />[[Level]] 1/19/44
  +
|ranks2 =3
  +
|effects2 =Able to hack robotic enemies, making them allies or causing them to self-destruct
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|baseid1 =see article
  +
|footer =[[File:Robotics Expert.png]]<br />''Fallout 3'' and ''Fallout: New Vegas'' perk image
 
}}{{Games|FO3|FNV|FO4}}
   
 
{{Quotation|With the Robotics Expert perk, you do an additional 25% damage to any robot. Also, sneaking up on a hostile robot undetected and activating it will put that robot into a permanent shutdown state.|''Fallout 3'' in-game description}}
'''Robotics Expert''' is a ''[[Fallout 3]]'' and a ''[[Fallout: New Vegas]]'' [[perk]].
 
   
 
'''Robotics Expert''' is a ''[[Fallout 3]]'', ''[[Fallout: New Vegas]]'' and ''[[Fallout 4]]'' [[perk]].
==Description==
 
''"With the Robotics Expert perk, you do an additional 25% damage to any robot. Also, sneaking up on a hostile robot undetected and activating it will put that robot into a permanent shutdown state."''
 
   
  +
==''Fallout 3'' and ''Fallout: New Vegas''==
==Notes==
 
  +
===Effects===
* Deactivating a robot awards 10 exp points (''Fallout: New Vegas'' only).
 
  +
Grants an extra 25% damage dealt to robots. Also, entering sneak mode and activating a robot permanently shuts it down.
* A deactivated robot cannot be targeted in [[Vault-Tec Assisted Targeting System|V.A.T.S.]] However, the unit can still take damage, and destroying one will give the same experience and loot as normal. Every attack on a deactivated robot while sneaking will register as a "sneak attack critical", regardless of the player's location or level.
 
* Making contact with a deactivated robot while sneaking may still alert other robots in the vicinity to the player's presence, just as if the robot were fully active.
 
* You cannot disable a robot who goes "unconscious".
 
* When you are given the option to disable a sentry bot, it also gives the option to "talk" to the robot, as if you were interacting with a friendly robot, such as [[Wadsworth]]. However, you cannot engage the robot in conversation.
 
* For deactivating a robot using the perk, it is sufficient to be crouched and behind it. As opposed to the perk's description, it is not necessary to be [HIDDEN], i.e. close up and unnoticed. You can in fact charge a hostile robot, crouch, circle strafe and disable it while it is circling about weapons blazing.
 
* [[Automated turret (Fallout 3)|Automated turrets]] are scripted as robots and can be disabled with this perk. While in many cases they are out of reach, ceiling-mounted turrets can be disabled if the player is able to reach them by jumping while crouched.
 
* When sneaking up on a robot with this perk, if "talk" is selected, it talks to you and does not attack you. (e.g. A sentry bot, when the talk selection is selected, it will say "Do not interfere with security operations.")
 
* [[Sergeant RL-3]] can be disabled with this perk.
 
* Deactivating a robot will not cause any of its allies in the vicinity to turn hostile.
 
* Big MT Protectrons often can not be disabled. Example is Mk6 protectrons in Big MT West Tunnels at high level.
 
   
==Robots you can disable==
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===Robots that can be disabled===
  +
{{columns|2|
 
* [[Sentry bot]]s
 
* [[Sentry bot]]s
 
* [[Robobrain]]s
 
* [[Robobrain]]s
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* [[Securitron]]s
 
* [[Securitron]]s
 
* [[Robo-scorpion]]s
 
* [[Robo-scorpion]]s
  +
}}
   
==Additional dialogue==
+
===Additional dialogue===
Additional dialogue options with certain robots. These often bypass speech checks.
+
In Fallout 3, additional dialogue options are unlocked with certain robots with this perk. These often bypass Speech checks:
 
* You can program [[Dean Dewey]] to let you pass.
 
* You can program [[Dean Dewey]] to let you pass.
 
* You can disable [[Cerberus]]'s [[combat inhibitor]] causing him to attack the ghouls and yourself in [[Underworld]].
 
* You can disable [[Cerberus]]'s [[combat inhibitor]] causing him to attack the ghouls and yourself in [[Underworld]].
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* You can program [[Milo, shipping foreman|Milo]] in the [[Nuka-Cola plant]] to think you are an employee.
 
* You can program [[Milo, shipping foreman|Milo]] in the [[Nuka-Cola plant]] to think you are an employee.
 
* You can bypass the [[RobCo facility]] [[Wasteland Survival Guide (quest)#RobCo Production Facility Mainframe|section]] of the [[Wasteland Survival Guide (quest)|Wasteland Survival Guide]] quest while getting full credit for the job.
 
* You can bypass the [[RobCo facility]] [[Wasteland Survival Guide (quest)#RobCo Production Facility Mainframe|section]] of the [[Wasteland Survival Guide (quest)|Wasteland Survival Guide]] quest while getting full credit for the job.
* You can reprogram the mainframe in the [[mobile base crawler]] to have the security robots attack the Enclave instead of you. There is an additional dialogue with [[Stiggs]] where he tells you about this when you first enter the room.
+
* {{icon|FO3BS|link=Broken Steel}} You can reprogram the mainframe in the [[mobile base crawler]] to have the security robots attack the Enclave instead of you. There is an additional dialogue with [[Stiggs]] where he tells you about this when you first enter the room.
  +
 
===Notes===
 
* Deactivating a robot awards 10 XP (''Fallout: New Vegas'' only).
 
* A deactivated robot cannot be targeted in [[Vault-Tec Assisted Targeting System|V.A.T.S.]] However, the unit can still take damage, and destroying one will give the same experience and loot as normal. Every attack on a deactivated robot while sneaking will register as a "sneak attack critical," regardless of the player's location or level.
 
* Making contact with a deactivated robot while sneaking may still alert other robots in the vicinity to the player's presence, just as if the robot were fully active.
 
* You cannot disable a robot who only goes unconscious.
 
* When you are given the option to disable a sentry bot, it also gives the option to "talk" to the robot, as if you were interacting with a friendly robot, such as [[Wadsworth]]. However, you cannot engage the robot in conversation.
 
* For deactivating a robot using the perk, it is sufficient to be crouched and behind it. As opposed to the perk's description, it is not necessary to be [HIDDEN], i.e. close up and unnoticed. You can in fact charge a hostile robot, crouch, circle strafe and disable it while it is circling about weapons blazing.
 
* [[Automated turret (Fallout 3)|Automated turrets]] are scripted as robots and can be disabled with this perk. While in many cases they are out of reach, ceiling-mounted turrets can be disabled if the player is able to reach them by jumping while crouched.
 
* When sneaking up on a robot with this perk, if "talk" is selected, it talks to you and does not attack you. (e.g. a sentry bot, when the talk selection is selected, it will say "Do not interfere with security operations.")
 
* [[Sergeant RL-3]] can be disabled with this perk.
 
* Deactivating a robot will not cause any of its allies in the vicinity to turn hostile.
 
* Big MT Protectrons often can not be disabled. An example is Mk6 protectrons in the [[Big MT west tunnel]] at high levels.
  +
  +
==''Fallout 4''==
  +
{{Quotation|Machines will always serve humans, if you have anything to say about it. Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct.|Rank 1 description}}
  +
  +
{| class="va-table va-table-shaded sortable"
  +
! Rank
  +
! Requirements
 
! Description
  +
! [[Form ID|Base ID]]
  +
  +
|-
  +
| 1
  +
| [[Intelligence|INT]] 8
  +
| Machines will always serve humans, if you have anything to say about it. Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct.
  +
| {{ID|4d889}}
  +
  +
|-
  +
| 2
  +
| [[Intelligence|INT]] 8, [[Level|LVL]] 19
  +
| When you successfully hack a robot, you can incite it to attack.
  +
| {{ID|65e64}}
  +
  +
|-
  +
| 3
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| [[Intelligence|INT]] 8, [[Level|LVL]] 44
  +
| When you successfully hack a robot, you can give it specific commands. [Command as a companion only]
  +
| {{ID|1acf96}}
  +
  +
|}
  +
  +
===Notes===
  +
* Though not mentioned in the perk itself, hacking a robot requires either approaching a non-hostile robot or sneaking undetected up to a hostile robot. As such, investment in sneaking may be needed if you want much mileage out of this perk.
  +
** As with all pacify/dominate perks, you can artificially extend the range by aiming at the robot using a scoped weapon.
  +
* When you power off a robot, you can still initiate a self-destruct by re-hacking the robot.
  +
* Initiating a self-destruct will take some time; moreover, the simple act of initiating self-destruct will do a small amount of rad damage to your player character, in addition to making the robot hostile (though they will not move far).
  +
* Legendary protectrons will explode when killed; when combined with the self-destruct explosion, your player character should essentially flee to a safe distance to avoid being killed.
  +
* Turrets and such cannot be hacked by this perk, and in fact require the appropriate [[Total Hack]] perk magazine to do so (via a terminal).
  +
* Robots such as sentry bots and assaultrons will act like your own companion until they are killed.(you need rank 3 of this perk to get full access to this.)
  +
* Hacked ''enemy'' robots will turn hostile towards any friendly settlements when following you, but any hacked ''friendly'' robots will not attack them.
  +
*An excellent choice of target for this perk at rank 3 would be [[KL-E-0]] or the Sentry Bot from Cabot House or Robotics Disposal Ground, making sure to utilize a legendary weapon with medic effect to keep the robots alive.
  +
* A robot that you command with the Rank 3 perk will follow and enter a different cell with you (i.e. entering an interior door) but it will fail to fast travel with you.
   
 
{{Navbox perks FO3}}
 
{{Navbox perks FO3}}
 
{{Navbox perks FNV}}
 
{{Navbox perks FNV}}
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{{Navbox perks FO4}}
   
 
[[Category:Fallout 3 perks]]
 
[[Category:Fallout 3 perks]]
 
[[Category:Fallout: New Vegas perks]]
 
[[Category:Fallout: New Vegas perks]]
  +
[[Category:Fallout 4 perks]]
   
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[[de:Robotikexperte]]
  +
[[es:Experto en robótica]]
 
[[pl:Ekspert z robotyki]]
 
[[pl:Ekspert z robotyki]]
 
[[ru:Робототехник]]
 
[[ru:Робототехник]]

Revision as of 15:03, 3 February 2016

 
Gametitle-FO3Gametitle-FNVGametitle-FO4
Gametitle-FO3Gametitle-FNVGametitle-FO4
With the Robotics Expert perk, you do an additional 25% damage to any robot. Also, sneaking up on a hostile robot undetected and activating it will put that robot into a permanent shutdown state.Fallout 3 in-game description

Robotics Expert is a Fallout 3, Fallout: New Vegas and Fallout 4 perk.

Fallout 3 and Fallout: New Vegas

Effects

Grants an extra 25% damage dealt to robots. Also, entering sneak mode and activating a robot permanently shuts it down.

Robots that can be disabled

Additional dialogue

In Fallout 3, additional dialogue options are unlocked with certain robots with this perk. These often bypass Speech checks:

Notes

  • Deactivating a robot awards 10 XP (Fallout: New Vegas only).
  • A deactivated robot cannot be targeted in V.A.T.S. However, the unit can still take damage, and destroying one will give the same experience and loot as normal. Every attack on a deactivated robot while sneaking will register as a "sneak attack critical," regardless of the player's location or level.
  • Making contact with a deactivated robot while sneaking may still alert other robots in the vicinity to the player's presence, just as if the robot were fully active.
  • You cannot disable a robot who only goes unconscious.
  • When you are given the option to disable a sentry bot, it also gives the option to "talk" to the robot, as if you were interacting with a friendly robot, such as Wadsworth. However, you cannot engage the robot in conversation.
  • For deactivating a robot using the perk, it is sufficient to be crouched and behind it. As opposed to the perk's description, it is not necessary to be [HIDDEN], i.e. close up and unnoticed. You can in fact charge a hostile robot, crouch, circle strafe and disable it while it is circling about weapons blazing.
  • Automated turrets are scripted as robots and can be disabled with this perk. While in many cases they are out of reach, ceiling-mounted turrets can be disabled if the player is able to reach them by jumping while crouched.
  • When sneaking up on a robot with this perk, if "talk" is selected, it talks to you and does not attack you. (e.g. a sentry bot, when the talk selection is selected, it will say "Do not interfere with security operations.")
  • Sergeant RL-3 can be disabled with this perk.
  • Deactivating a robot will not cause any of its allies in the vicinity to turn hostile.
  • Big MT Protectrons often can not be disabled. An example is Mk6 protectrons in the Big MT west tunnel at high levels.

Fallout 4

Machines will always serve humans, if you have anything to say about it. Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct.— Rank 1 description
Rank Requirements Description Base ID
1 INT 8 Machines will always serve humans, if you have anything to say about it. Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct. 0004D889
2 INT 8, LVL 19 When you successfully hack a robot, you can incite it to attack. 00065E64
3 INT 8, LVL 44 When you successfully hack a robot, you can give it specific commands. [Command as a companion only] 001ACF96

Notes

  • Though not mentioned in the perk itself, hacking a robot requires either approaching a non-hostile robot or sneaking undetected up to a hostile robot. As such, investment in sneaking may be needed if you want much mileage out of this perk.
    • As with all pacify/dominate perks, you can artificially extend the range by aiming at the robot using a scoped weapon.
  • When you power off a robot, you can still initiate a self-destruct by re-hacking the robot.
  • Initiating a self-destruct will take some time; moreover, the simple act of initiating self-destruct will do a small amount of rad damage to your player character, in addition to making the robot hostile (though they will not move far).
  • Legendary protectrons will explode when killed; when combined with the self-destruct explosion, your player character should essentially flee to a safe distance to avoid being killed.
  • Turrets and such cannot be hacked by this perk, and in fact require the appropriate Total Hack perk magazine to do so (via a terminal).
  • Robots such as sentry bots and assaultrons will act like your own companion until they are killed.(you need rank 3 of this perk to get full access to this.)
  • Hacked enemy robots will turn hostile towards any friendly settlements when following you, but any hacked friendly robots will not attack them.
  • An excellent choice of target for this perk at rank 3 would be KL-E-0 or the Sentry Bot from Cabot House or Robotics Disposal Ground, making sure to utilize a legendary weapon with medic effect to keep the robots alive.
  • A robot that you command with the Rank 3 perk will follow and enter a different cell with you (i.e. entering an interior door) but it will fail to fast travel with you.